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Well, the script works. Nothing freezes, the battle plays fine, and the message boxes all appear. However...the sprite doesn't. It doesn't show up and it doesn't move(if I make it visible normally), either. I'd insert a SC of Advance Map so you could see all the settings for the sprite, but I haven't made 15 posts, so I'll just list them in order:

AdvanceMap shows the "person event number" in decimal, but you are specifying it in hex in XSE. Decimal 10 is not equal to hexadecimal 0x10; change your showsprite/hidesprite commands to use either 10 (no prefix) or 0xA.

Side note:

Quote originally posted by M.L:

Try changing theperson id to 1100 some flags are already set in game and if it is your sprite wont appear :/

Ah, thanks. I've done some scripting, but I'm very new to actually doing any hex editing. Turns out I also forgot a "waitmovement" command too, but I fixed that pretty easily. And I'm not so much worried about flags and corrupting stuff right now; what I'm doing at the moment is just learning on a test ROM that I won't actually be using for anything. Best to know what I'm doing before I start making the game.

When I tried compiling your script with XSE, I got the "No dynamic start offset specified" error.
Looking at your script, it makes sense.
You start with a static offset (#org 0x800000), but then you use pointers (@start, @sign) in the rest of the script.
Pointers require a dynamic offset, so try changing the first line to #dynamic 0x800000.
That way, XSE will find free space starting from 0x800000, and continuing for each pointer.

__________________

SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

When I tried compiling your script with XSE, I got the "No dynamic start offset specified" error.
Looking at your script, it makes sense.
You start with a static offset (#org 0x800000), but then you use pointers (@start, @sign) in the rest of the script.
Pointers require a dynamic offset, so try changing the first line to #dynamic 0x800000.
That way, XSE will find free space starting from 0x800000, and continuing for each pointer.

1. Did you remember to copy the script offset XSE gave you and put it into the script offset box in Advance Map?

2. What is the talking height of the signpost set to?

__________________

SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Then I don't see anything wrong.
I just did everything exactly the same as you described, and it worked perfectly for me.

__________________

SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

I've made several talking scripts and more complicated scripts already that work fine, but all of a sudden now when I'm trying to make a generic talking script in XSE I'm getting an error when I try to compile it, preventing me from doing so.

"Error 9: Subscript out of range", on the line the actual dialogue is. It works if I shorten the dialogue to ridiculous extents, but I've made plenty of dialogue longer than that in other scripts. Why is it randomly acting up now?

Just to show you that this is nothing other than a generic talking script I'll post it. Yes, it does hate -both- lines of dialogue.

#org @1
= Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\pthis game, and then I can't play\nhim for jack. When the\ppeople online play him, though,\nhe kicks my ass! What gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

#org @2
= What’re you lookin’ at, kid?\nGet to work! You don’t\pwanna play this embarrassment of\na video game anyway!

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Okay, I'm trying to make a script where when you step on the spot, it pops up with a message. HOWEVER. For some reason, the script ONLY works with person events, not with scripts (the green squares with a yellow S).
I'm using XSE with Fire Red BPRE.

Here's my script:

Spoiler:

'-----------------------
#org 0x71A26C
msgbox 0x871A276 '"This is just a simple test, to make..."
callstd 0x6
end

'---------
' Strings
'---------
#org 0x71A276
= This is just a simple test, to make\nsure that everything will work.

What happens is, when you step on the spot, it does the "lock" and you can't move, but not thing else happens. The music still plays, but it just locks you forever and doesn't pop up with a message.

I tried changing the texts displayed when you pick your Pokémon in Oak's lab. I've already found the text I have to edit at the end of the script in XSE.

However, when I try to change the text of BULBASAUR, after I compile and save the script, the text I put in changed to "E?"

I was able to change the texts for Squirtle and Charmander, but the first one won't work. I already tried only changing a single letter, or writing the whole sentence from scratch, it always comes out as "E?"

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